navmeshes now super lightweight (<3 u devi)

- refactored some stuff
- unhardcoded navmesh loading
- included sharpnav license
This commit is contained in:
Tahir Akhlaq 2017-06-09 04:17:08 +01:00
parent b640c87c69
commit 872e56f8f9
10 changed files with 354 additions and 253 deletions

View file

@ -120,8 +120,6 @@ namespace FFXIVClassic_Map_Server.dataobjects
}
// todo: this is retarded (checking moved crap demo added)
bool checkedThisTick = false;
//Add new actors or move
for (int i = 0; i < list.Count; i++)
{
@ -137,17 +135,6 @@ namespace FFXIVClassic_Map_Server.dataobjects
if (actor is Character && !actor.hasMoved)
continue;
// todo: again, this is retarded but debug stuff
var zone = (actors.area.Zone)actor.zone;
if(zone != null && !checkedThisTick)
{
if (zone.pathCalls > 0)
{
checkedThisTick = true;
Program.Log.Error("Number of pathfinding calls {0} average time {1}", zone.pathCalls, zone.pathCallTime / zone.pathCalls);
}
}
var packet = actor.CreatePositionUpdatePacket(playerActor.actorId);
if (packet != null)